Player: Difference between revisions
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Note:Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.[Clarify]
Tip:In singleplayer, a pointer to the player can be acquired by using
Important:This is a preserved entity in 








.
If the game has round restart mechanics this entity may not behave as expected:
Important:This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Note:These keyvalues should be changed on a player with AddOutput.
Note:Should use "OnStartTouch - !activator - IgnoreFallDamageWithoutReset - 5 - Delay of 0". To disable fall damage for five seconds. Don't give it too much time, else players can exploit it to continue falling nearby areas without taking any damage.
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{{Ent not in fgd|nolink=1}} | {{Ent not in fgd|nolink=1}} | ||
{{Tabs|player|source=1|main=source | |||
| custom1=player (Left 4 Dead series)|custom1alt=Left 4 Dead series | |||
| custom2=player (Half-Life series)|custom2alt=Half-Life series | |||
| custom3=player (Counter-Strike series)|custom3alt=Counter-Strike series | |||
| portal=1 | |||
| portal2=1 | |||
| tf2=1 | |||
}} | |||
{{this is a|point entity|name=player}} The player itself or a [[bot]]. [[NPC]]s are not players. This entity still exists even if the player is dead. | {{this is a|point entity|name=player}} The player itself or a [[bot]]. [[NPC]]s are not players. This entity still exists even if the player is dead. | ||
Revision as of 16:28, 24 June 2024
player
is a point entity available in all Source games. The player itself or a bot. NPCs are not players. This entity still exists even if the player is dead.


UTIL_GetLocalPlayer()
.










If the game has round restart mechanics this entity may not behave as expected:
|
Limitations/Bugs

Keyvalues

- Health (health) <integer>
- The player's health.
- Maximum Health (max_health) <integer>
- The value of "health" cannot exceed this.
Inputs
- SetHealth <integer >
- Sets the player's health. Values clamped between 0 and
max_health
.
- HandleMapEvent <string >
- Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
- SetHUDVisibility <boolean > (not in
)
- Hides or displays the HUD.
Note:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Bug:In
and
, using this input with a parameter override of 0 will disable any weapon-switching of the target.
Todo: Test in other games.[todo tested in ?]
- SetFogController <string > (not in
)
- Sets the env_fog_controller to use.
- SpeakResponseConcept <string > (not in
)
- Speak the specified response concept immediately.
- IgnoreFallDamage <float > (only in
)
- Prevent the player from taking fall damage for [n] seconds, but reset back to taking fall damage after the first impact (so players will be hurt if they bounce off what they hit).
- IgnoreFallDamageWithoutReset <float > (only in
and
)
- Absolutely prevent the player from taking fall damage for [n] seconds.

- OnSquadMemberKilled (only in
)
- Notification of a player's NPC ally in the players squad being killed.
- ForceDropPhysObjects (only in
)
- Force the player to drop any physics objects they are carrying.
- OnRescueZoneTouch (only in
)
- Fired when a hostage is rescued. This input is also available in the code for
and
.
- TeleportToSurvivorPosition <string > (only in
)
- Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the
ReleaseSurvivorPositions
input from info_director or the player'sReleaseFromSurvivorPosition
input.
- ReleaseFromSurvivorPosition (only in
)
- Unfreezes and releases the player from an info_survivor_position entity if they are at one.
- SetGlowEnabled <boolean > (only in
)
- Sets if this player is allowed to glow through walls if not visible.
- IgnitePlayer <integer > (only in
)
- Ignites the player with a specified lifetime and causes a reaction (sound and speech).
Note:Does not fire the
OnIgnite
output.Bug:Broken since the Jungle Inferno update, initiating sound and speech but no actual fire. Use trigger_ignite as a workaround. [todo tested in ?]
- BleedPlayer <integer > (only in
)
- Bleeds the player with a specified length.
- RollRareSpell (only in
)
- Forces the player to roll a rare spell. Only available if spells are enabled on the map.
- SetCustomModel <string > (only in
)
- Set a custom player model without animations.
Note:Using
""
as the model argument will instead clear the target's custom model, returning the player to normal.
- SetCustomModelWithClassAnimations <string > (only in
)
- Set a custom player model with animations.
- SetCustomModelOffset <vector > (only in
)
- Set a custom player model position on the player.
- SetCustomModelRotation <vector > (only in
)
- Set a custom player model rotation on the player.
- SetCustomModelRotates <boolean > (only in
)
- Set if the custom model rotates or not to the player's angles.
- SetCustomModelVisibleToSelf <boolean > (only in
)
- Set if the custom model is visible to the player, in thirdperson.
- SetForcedTauntCam <boolean > (only in
)
- Forces the player into thirdperson mode.
- SpeakResponseConcept <string > (only in
)
- Forces the player to speak the specified response concept, an example being
halloweenlongfall
.
- SetScriptOverlayMaterial (only in
)
- Sets a custom overlay material. This overlay is separate from normal overlays (e.g. burning or env_screenoverlay) and will not get overriden.
- RoundSpawn (only in
)
- Clears any magic spell within the player's current spell book.
- PerformForcedWeaponDeploy <string > (only in
) !FGD
- Forces the player to use specified weapon with pickup animation.
Note:Pickup animation doesn't always work, this somehow depends on player's ammo and other weapons.